Will you be a living legend or a forgotten casualty? MechWarrior:Living Legends (MWLL) is a total conversion modification for Crysis, MWLL is at its very core a mix between First Person Shooter and Simulation. This will be achieved through the use of a mixed arms massively multiplayer gaming experience where the player takes part in a battle using a variety of vehicles and weapons MWLL is using the concepts pioneered by the “Battlefield” franchise and more recently Crysis, of a sandbox feel where you get to play what you want and how you want it. MWLL depicts the epic struggles between the two factions of Battletech “The Clans” and “The Inner Sphere” In the project we will be bringing some of the legends of MechWarrior back to life.

It has arrived! After the huge success of both the Beta launch and the Hotfix updates, Wandering Samurai and the MWLL Dev team are proud to bring you the first official patch of Mech Warrior: Living Legends.

It has arrived! After the huge success of both the Beta launch and the Hotfix updates, Wandering Samurai and the MWLL Dev team are proud to bring you the first official patch of Mech Warrior: Living Legends. Many new features, game balancing changes and bug fixes have worked their way into this update, so please familiarize yourself with the release notes found below!

For all those who are new to the game here is a few tutorial videos we have put together to help ease you all into the learning curve of MWLL.

Bug Fixes
- Fixed several crashes.
- Fixed bug where NARC and TAG gave extremely large rewards.
- Fixed bug where your rank and cbills were not saved after reconnecting.
- Fixed bug that allowed tanks to greatly increase their speed.
- Fixed being able to fire some weapons while shutdown.
- Fixed LBX being able to reload a shot higher than max.
- Fixed bug where shooting pulse lasers into the sky would cause much higher heat than normal.
- Fixed bug where pulse lasers could shoot multiple bursts at a time.
- Missiles no longer explode on contact with water.
- Mechs no longer play their fall animation for short falls.
- Fixed turrets firing randomly after firing once.
- Aerospace can now buy SRM ammo.
- Mechs no longer shutdown after the pilots ejects.
- Brake now works on vehicles with ramping throttle.
- Fixed some of the arm parts on the Shadowcat not falling off.
- Fixed bug where a mech's shutdown sound would loop.
- Fixed PPC third person effect.
- Fixed player name display in the target box.
- Fixed TAG graphic display at certain distances.
- Ammo display now hides empty ammo types.
- Fixed ammo count displays in buy menu.
- Removed some of the console debug messages.

New Features
- Aerospace equipped with fire bombs now have a bomb sight to assist in aiming.
- Added Aerospace altimeter.
- Added new C3 equipment, which allows a mech to upload their radar data to friendlies within a certain radius. Available on the Raven and Cougar.
- New radar icons for turrets and Battle Armor.
- Friendlies and detected radar entities are displayed on the overview minimap.
- Added a random chance for parts to blow off when a mech or vehicle explodes.
- Kills, deaths, and score are now tracked if you disconnect and reconnect during the same game.

Heavy Gauss as of latest patch though does have a drop off after 300m (that video was done before latest patch).

Also heavy recoil isn't something that really "happens" with heavy tank/mech platforms as they are large enough, heavy enough, and designed in a way that it wouldn't affect the aim (this is true for many IRL tanks too). Especially taking into consideration that a gauss rifle IRL would have no recoil at all: it's a weapon that works via superheated plasma and magnetic propulsion. Recoil happens when you shoot using explosives (like in a traditional gun/cannon).

Being that MWLL has a strong focus on tank-mech "sim-like" combat, the only unit in the game who operates like a traditional FPS are the Battle Armor.

I think he was aluding to Battletech. the heavy gauss rifle gives you a chance of falling over if you fire it unbraced, it's one of its game-balancing factors. I'm sure they found a balance compromise. It might do less damage in MWLL. Your thoughts about recoil not effecting tanks isn't exactly true: a Striker MGS for example can't fire to the side without tipping over; but it is also irrelevant since this is a fun game, not a simulation. :)

Actually, recoil affects everything - it's due to Newton's third law. As the gauss rifle exerts a force on the projectile through magnetic fields, the projectile exerts the exact same force back on the rifle. In fact as it happens it's much easier to make an explosively propelled weapon recoil-less since the explosive doesn't need to act 'against' the weapon itself (you could make the barrel open at the back), whereas it's the gauss rifle itself which propels the slug.